Post by Lochart on Apr 4, 2008 9:48:29 GMT -5
Illhoof (optional)
www.wowwiki.com/Illhoof
Illhoof fights along side his sidekick Kil’rek, a giant imp.
Illhoof has a handful of abilities, only one of which is particularly dangerous.
Shadowbolt: He hits the highest target on his aggro list (the tank) with a shadow bolt that does about 4000 damage. Because the tank will be getting healed anyway, this is of minor concern, but can be mitigated with shadow resistance.
Sacrifice: A random party member (nontank) will be sacrificed. They are put in chains on the green glyph in the middle of Illhoof’s room. The sacrificed person will take 1500 damage a second for as long as the chains last. At the same time, the chains heal Illhoof. For these reasons the chains need to be destroyed as quickly as possible. The chains have around 13000 health.
The chains can be dispelled by a paladin’s Divine Shield (but NOT Blessing of Protection) and a mage’s Ice Block. The damage can be lowered by druid’s Barkskin as well.
Also important is that the HEALING done to Illhoof can be affected by a rogue’s Wound Poison, a warrior’s Mortal Strike, and a hunter’s Aimed Shot.
Berserk: After 10 minutes, Illhoof enrages, casts aoe shadow bolts every few seconds, and wipes the raid.
Kil’rek
The imp sidekick does very little damage to the chosen tank. It is important to note that the person tanking Kil’rek can be sacrificed, which will loose Kir’rek on the rest of the raid, and can hit for about 2000 on cloth.
Amplify Flames: A debuff that increases fire damage taken by 500, cast on two party members at the same time. This is undispellable and therefore can largely be ignored so long as the affected targets get some extra healing.
Broken Pact: Kil’rek is important because when he is killed, Illhoof will taken 25% more damage for 45 seconds, until Kil’rek respawns. So the person tanking Kil’rek must be ready to pick him back up when he respawns so he doesn’t go after the rest of the raid. As explained further below, it is important to time Kil’rek’s death to make the most of Illhoof’s resulting vulnerability.
Imp adds
The other annoyance of the Kil’rek fight is the constantly spawning imps. Two portals open on opposite sides of the room and spawn imps constantly. They simply spam fireballs on a regular aggro table which do 200 damage, up to 700 if the target has Amplify Flames. The easiest way to counter this is have a warlock or two (depending on strength) spam Seed of Corruption when the imps build up and destroy them all at once. As long as the warlock is healed through the resulting fireball barrage, the imps are of little consequence.
Strategy
There are several variations on the Illhoof fight depending on your raid’s strengths and weaknesses.
The general set up is 2 tanks, 3-4 healers, and 4-5 dps.
The Main Tank takes Illhoof and builds secondary aggro on Kil’rek in case the Off Tank gets Sacrificed. Druid tanks are ideal because they can use Swipe to build aggro on both Illhoof and Kil’rek at the same time.
The Off Tank builds threat on Kil’rek and keeps him near Illhoof and where the chains spawn. Because the Off Tank can be sacrificed, a paladin is useful because they can bubble out of it, but any OT that gets sacrificed will have a bit of a health cushion allowing the healers to keep him alive, so it is mild concern so long as the MT holds Kil’rek’s second aggro spot.
DPS – at least one warlock is priceless for dealing with the imps through Seed of Corruption. If one warlock cannot handle the adds alone, you can bring two, or even a mage for additional aoe. But the imps have little enough health that one should be sufficient so long as he stays alive. Recognize however, that if the one warlock dies, the imps will go after the healers, and even if he is sacrificed, the imps will attack something else. So having a back up just for aggro management makes this fight easier. The remainder of the dps should focus on the chains, Kil’rek, and Illhoof in that order. If chains are up, they MUST be eliminated. THEY are the true boss of this encounter. If the chains kill too many raid members, you’ll wipe. They MUST be eliminated as quickly as possible. There are several macros for dealing with the chains and kill order in general. The one listed below allows you to target the chains if they are up, enabling you to switch targets as quickly as possible.
/cleartarget
/target Demon Chains
/stopmacro [nodead, harm]
/target Kil'rek
/stopmacro [nodead, harm]
/target Terestian Illhoof
If chains are not up, DPS should down Kil’rek to about 10% health, then leave him alone, much like the R&J Opera event. The reason is, when Kil’rek dies, Illhoof gets a temporary debuff. You want to control when he gets the debuff so you can target Illhoof for a long time while the debuff is up. As such, Kil’rek should only be killed IMMEDIATELY after chains go down, so you have the longest amount of time when Illhoof is weak before the next Sacrifice is cast.
Finally, if there are no chains and Kil’rek is already down, focus fire on Illhoof. The tank should have no trouble holding aggro since he’ll be generating threat while the rest of the raid is fighting the chains and Kil’rek, so you should go nuts on Illhoof when you can.
Healers – A MH should be selected, not for the MT, but as a first responder on the Sacrificed victim. Ideally this should be a well geared paladin healer since he can use Divine Shield to get out of it if he is Sacrfificed himself. Just remember that paladin heals are slow, so over the 2-3 seconds cast time from the pally healer, the sacrificed victim will take around 3000-4500 damage. If the paladin can’t keep up, an offhealer can also be assigned, or all other healers can put a dot on the victim initially to assist. If there is no paladin healer, a healer order should be set up in cast the primary healer is sacrificed and someone else needs to take over.
Other healers should focus on the tanks, as well as the person or people taking down the imps. No one else should be taking damage if the chains aren’t up, so “raid upkeep” healing should be minimal. Here’s a healer macro that should enable you to target the Sacrificed victim and start healing as quickly as you can:
/stopcasting
/target Demon Chains
/target targettarget
/cast (insert healing spell name)
The MT should tank Illhoof near the chain spawn point (the green glyph in the middle of the room) to enable all dps to switch very quickly to the chains when they spawn. The OT should keep Kil’rek nearby as well, so the Seed of Corruption can effect as many targets as possible. Ideally positioned, the warlock(s) should actually be able to target Illhoof with Seed of Corruption, and take the imps down with the aoe damage. But spamming SoC on all available targets is equally effective as long as you don’t run out of mana.
The most noteworthy variation of this fight is only using one tank. This ensures that the OT never gets sacrificed and loses Kil’rek’s aggro, and frees up an additional spot for another dps or healer depending on what the raid needs. This may be particularly useful if your dps is struggling to bring down the chains: the faster the chains go down, the less healing is necessary, and the shorter the fight gets. Just remember that if you have only one tank, he will be getting hit harder, and if he dies, it is a guaranteed wipe.
As long as you get the chains down quickly, keep the sacrificed victims alive, and time Kil’rek’s death appropriately, Illhoof should provide little difficulty. This is a long fight because Illhoof heals at least a little regardless, so be careful with mana conservation.
www.wowwiki.com/Illhoof
Illhoof fights along side his sidekick Kil’rek, a giant imp.
Illhoof has a handful of abilities, only one of which is particularly dangerous.
Shadowbolt: He hits the highest target on his aggro list (the tank) with a shadow bolt that does about 4000 damage. Because the tank will be getting healed anyway, this is of minor concern, but can be mitigated with shadow resistance.
Sacrifice: A random party member (nontank) will be sacrificed. They are put in chains on the green glyph in the middle of Illhoof’s room. The sacrificed person will take 1500 damage a second for as long as the chains last. At the same time, the chains heal Illhoof. For these reasons the chains need to be destroyed as quickly as possible. The chains have around 13000 health.
The chains can be dispelled by a paladin’s Divine Shield (but NOT Blessing of Protection) and a mage’s Ice Block. The damage can be lowered by druid’s Barkskin as well.
Also important is that the HEALING done to Illhoof can be affected by a rogue’s Wound Poison, a warrior’s Mortal Strike, and a hunter’s Aimed Shot.
Berserk: After 10 minutes, Illhoof enrages, casts aoe shadow bolts every few seconds, and wipes the raid.
Kil’rek
The imp sidekick does very little damage to the chosen tank. It is important to note that the person tanking Kil’rek can be sacrificed, which will loose Kir’rek on the rest of the raid, and can hit for about 2000 on cloth.
Amplify Flames: A debuff that increases fire damage taken by 500, cast on two party members at the same time. This is undispellable and therefore can largely be ignored so long as the affected targets get some extra healing.
Broken Pact: Kil’rek is important because when he is killed, Illhoof will taken 25% more damage for 45 seconds, until Kil’rek respawns. So the person tanking Kil’rek must be ready to pick him back up when he respawns so he doesn’t go after the rest of the raid. As explained further below, it is important to time Kil’rek’s death to make the most of Illhoof’s resulting vulnerability.
Imp adds
The other annoyance of the Kil’rek fight is the constantly spawning imps. Two portals open on opposite sides of the room and spawn imps constantly. They simply spam fireballs on a regular aggro table which do 200 damage, up to 700 if the target has Amplify Flames. The easiest way to counter this is have a warlock or two (depending on strength) spam Seed of Corruption when the imps build up and destroy them all at once. As long as the warlock is healed through the resulting fireball barrage, the imps are of little consequence.
Strategy
There are several variations on the Illhoof fight depending on your raid’s strengths and weaknesses.
The general set up is 2 tanks, 3-4 healers, and 4-5 dps.
The Main Tank takes Illhoof and builds secondary aggro on Kil’rek in case the Off Tank gets Sacrificed. Druid tanks are ideal because they can use Swipe to build aggro on both Illhoof and Kil’rek at the same time.
The Off Tank builds threat on Kil’rek and keeps him near Illhoof and where the chains spawn. Because the Off Tank can be sacrificed, a paladin is useful because they can bubble out of it, but any OT that gets sacrificed will have a bit of a health cushion allowing the healers to keep him alive, so it is mild concern so long as the MT holds Kil’rek’s second aggro spot.
DPS – at least one warlock is priceless for dealing with the imps through Seed of Corruption. If one warlock cannot handle the adds alone, you can bring two, or even a mage for additional aoe. But the imps have little enough health that one should be sufficient so long as he stays alive. Recognize however, that if the one warlock dies, the imps will go after the healers, and even if he is sacrificed, the imps will attack something else. So having a back up just for aggro management makes this fight easier. The remainder of the dps should focus on the chains, Kil’rek, and Illhoof in that order. If chains are up, they MUST be eliminated. THEY are the true boss of this encounter. If the chains kill too many raid members, you’ll wipe. They MUST be eliminated as quickly as possible. There are several macros for dealing with the chains and kill order in general. The one listed below allows you to target the chains if they are up, enabling you to switch targets as quickly as possible.
/cleartarget
/target Demon Chains
/stopmacro [nodead, harm]
/target Kil'rek
/stopmacro [nodead, harm]
/target Terestian Illhoof
If chains are not up, DPS should down Kil’rek to about 10% health, then leave him alone, much like the R&J Opera event. The reason is, when Kil’rek dies, Illhoof gets a temporary debuff. You want to control when he gets the debuff so you can target Illhoof for a long time while the debuff is up. As such, Kil’rek should only be killed IMMEDIATELY after chains go down, so you have the longest amount of time when Illhoof is weak before the next Sacrifice is cast.
Finally, if there are no chains and Kil’rek is already down, focus fire on Illhoof. The tank should have no trouble holding aggro since he’ll be generating threat while the rest of the raid is fighting the chains and Kil’rek, so you should go nuts on Illhoof when you can.
Healers – A MH should be selected, not for the MT, but as a first responder on the Sacrificed victim. Ideally this should be a well geared paladin healer since he can use Divine Shield to get out of it if he is Sacrfificed himself. Just remember that paladin heals are slow, so over the 2-3 seconds cast time from the pally healer, the sacrificed victim will take around 3000-4500 damage. If the paladin can’t keep up, an offhealer can also be assigned, or all other healers can put a dot on the victim initially to assist. If there is no paladin healer, a healer order should be set up in cast the primary healer is sacrificed and someone else needs to take over.
Other healers should focus on the tanks, as well as the person or people taking down the imps. No one else should be taking damage if the chains aren’t up, so “raid upkeep” healing should be minimal. Here’s a healer macro that should enable you to target the Sacrificed victim and start healing as quickly as you can:
/stopcasting
/target Demon Chains
/target targettarget
/cast (insert healing spell name)
The MT should tank Illhoof near the chain spawn point (the green glyph in the middle of the room) to enable all dps to switch very quickly to the chains when they spawn. The OT should keep Kil’rek nearby as well, so the Seed of Corruption can effect as many targets as possible. Ideally positioned, the warlock(s) should actually be able to target Illhoof with Seed of Corruption, and take the imps down with the aoe damage. But spamming SoC on all available targets is equally effective as long as you don’t run out of mana.
The most noteworthy variation of this fight is only using one tank. This ensures that the OT never gets sacrificed and loses Kil’rek’s aggro, and frees up an additional spot for another dps or healer depending on what the raid needs. This may be particularly useful if your dps is struggling to bring down the chains: the faster the chains go down, the less healing is necessary, and the shorter the fight gets. Just remember that if you have only one tank, he will be getting hit harder, and if he dies, it is a guaranteed wipe.
As long as you get the chains down quickly, keep the sacrificed victims alive, and time Kil’rek’s death appropriately, Illhoof should provide little difficulty. This is a long fight because Illhoof heals at least a little regardless, so be careful with mana conservation.